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This is a really great game! The concept is really unique and it's very original for the theme. The game is also very polished and it looks great. I especially like the way you did the menu. It's very cool and it also immediately introduces the player to the movement mechanics. And the extra additions once you complete the levels are also a really nice touch.
The music is a tiny bit repetitive, but I really appreciate the effort of every level having it's own music and the music changing once you steal the gem.
The items might need a little bit of work. The clock is (like you mentioned) a bit underpowered compared to the rest. The items are also never really necessary, since they spawn randomly. Maybe if they had fixed spawns, or if you could pick and bring one or two of them with you into the level, it would allow for more planning and strategic play.
I also got stuck in the slime for a really long time, a couple of times. It feels like the time is a bit random. Maybe you could make getting (un)stuck more explicit by adding some sound effects?
I really like this game, well done!

I'd really appreciate it if you would have a look at my game as well, and be sure to download the smaller version :D

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Thanks for playing! Sorry about the music being repetitive, that was the last thing I got to and I'm not experienced at all in composing music, so I try to make it sound somewhat decent. I really like that idea of taking your items of choice into the level, I think it could really work and replace the randomness with strategy. Each time you get stuck in slime, you must make 8 inputs before escaping, and I didn't include any randomness there, but I will definitely add a stuck version for the hook that lets the player know that they're stuck as well as more feedback for the player trying to get unstuck. I appreciate all the feedback!

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Ah, that explains the slime situation. I thought it was a fixed amount of time, so I just held a button and waited, before finally getting frustrated and spamming the keys :D

I guess that, since you have so many mechanics in your game, you should probably explain them in game as they get introduced. It also took me a while to figure out that the spikes also affect the rope, while all other stuff is only concerned with the hook. Its a fine mechanic that way, but it's not intuitive at first and probably requires some further explanation. Or you could visualize it by visually snapping the rope when the player hits a spike, but that's a lot of extra work of course. I know you explain everything in the description of your game, but I think that 99% of people (including me) are to lazy to read the wall of text and just want to go straight into the game.

TLDR, include a tutorial/explanation within your game. (As I also found out with my own game)

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I'll make sure to include a tutorial or introductory stage in the post jam version, it really needs it.